In the main view, switch to the render view tab.Under the 'rendering' tab, set the rendering engine to 'physically based rendering', (called PBR for short by the cool kids).The default settings will point to the camera you just created (/obj/cam1). While you can create rops in the high level '/out' network, I find it easier to keep track of everything in subnets, the jumping around becomes more localised. Summary: Create a ROP ( Render OPerator, ie, a render globals node) in PBR mode, which is the preferred renderer these days in most cases. Frame the camera nicely, ctrl-click the camera shelf button which will duplicate a camera for you with those settings.Create an environment lights from the shelf, tint it blue.This is a much better slider for light colour, the first slider controls colour temperature in warm/cool) (hint: click the mini colour wheel, then tap where it says RGB, then HSV, until it reads TMI.Create a distant light from the shelf, rotate and translate so it looks nice, tint it yellow.Dive up, translate it up about 1.39 so it sits on the ground.Create a platonic solid, dive inside, set its mode to teapot, radius 3.These quick tuts all assume you're using the 'Build' desktop ( Windows -> Desktop -> Build ), youre famliar with the tab menu and basic houdini navigation. Summary: Teapot on floor, with sun, sky, camera. 12 Trail from sampling an SDF and a material wrangle.9 Houdini rendering setup from a maya perspective.
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